Add water to example, add map scrolling to example

This commit is contained in:
shylie 2025-07-16 17:40:58 -04:00
parent 5302e85988
commit 8adc350ac1

102
main.lua
View File

@ -1,52 +1,126 @@
local tex = love.graphics.newImage("circle.png") local tex = love.graphics.newImage("circle.png")
tex:setFilter("nearest", "nearest") tex:setFilter("nearest", "nearest")
local function water_color(layer)
local value = layer / 24
return value / 4, value / 2, value
end
local function dirt_color(layer) local function dirt_color(layer)
if layer < 18 then if layer < 32 then
return layer / 26 / 2.5, layer / 52 / 2.5, 0.1 return layer / 40 / 2.5, layer / 80 / 2.5, 0.1
else else
return 0.05, (layer - 18) / 10 + 0.3, 0.05 return 0.05, (layer - 32) / 36 + 0.3, 0.05
end end
end end
local function mountain_color(layer) local function mountain_color(layer)
if layer < 29 then if layer < 58 then
local value = layer / 32 / 2.5 local value = layer / 64 / 2.5
return value, value, value return value, value, value
else else
local value = (layer - 29) / 10 + 0.7 local value = (layer - 58) / 20 + 0.7
return value, value, value return value, value, value
end end
end end
local function pick_colorfn(maxlayer)
if maxlayer < 16 then
return water_color
elseif maxlayer < 46 then
return dirt_color
else
return mountain_color
end
end
local function ease(n)
return 5 ^ (3.1 * (n ^ 0.3) - 3) + 1 - 1.1 ^ n
end
local BIG_BLOCK = love.graphics.newQuad(0, 0, 8, 8, tex) local BIG_BLOCK = love.graphics.newQuad(0, 0, 8, 8, tex)
local z = require("zprite").zchunk.new(tex, 128, 32) local z = require("zprite").zchunk.new(tex, 128, 32)
z._height_scale = 8
local function update_map() local function update_map()
z:clear() z:clear()
for i = -64, 64 do for i = -160, 160 do
for j = -64, 64 do for j = -160, 160 do
local layers = love.math.simplexNoise(i * 0.02, j * 0.02) * 29 + 3 local noise_value = love.math.simplexNoise(i * 0.008, j * 0.008)
z:put(i * 8, j * 8, BIG_BLOCK, math.floor(layers) + 1, layers < 23 and dirt_color or mountain_color) local layers = ease(noise_value) * 64
z:put(i * 8, j * 8, BIG_BLOCK, math.floor(layers) + 1, pick_colorfn(layers))
coroutine.yield() coroutine.yield()
end end
end end
end end
local co = coroutine.create(update_map) local co = coroutine.create(update_map)
local x = 0
local y = 0
local angle = 0 local angle = 0
local scale = 1
function love.update(dt) function love.update(dt)
for _ = 1, 4 do for _ = 1, 64 do
if coroutine.status(co) == "suspended" then if coroutine.status(co) == "suspended" then
coroutine.resume(co) coroutine.resume(co)
end end
end end
angle = math.fmod(angle + dt * 0.8, 2 * math.pi)
if love.keyboard.isDown("d") then
local dx = 256 * math.cos(-angle)
local dy = 256 * math.sin(-angle)
x = x - dx * dt
y = y - dy * dt
end
if love.keyboard.isDown("a") then
local dx = 256 * math.cos(-angle)
local dy = 256 * math.sin(-angle)
x = x + dx * dt
y = y + dy * dt
end
if love.keyboard.isDown("s") then
local dx = 256 * math.cos(-angle + math.pi / 2)
local dy = 256 * math.sin(-angle + math.pi / 2)
x = x - dx * dt
y = y - dy * dt
end
if love.keyboard.isDown("w") then
local dx = 256 * math.cos(-angle + math.pi / 2)
local dy = 256 * math.sin(-angle + math.pi / 2)
x = x + dx * dt
y = y + dy * dt
end
if love.keyboard.isDown("q") then
angle = angle + dt
end
if love.keyboard.isDown("e") then
angle = angle - dt
end
if love.keyboard.isDown("f") then
scale = scale - dt * 5
if scale < 0.2 then
scale = 0.2
end
end
if love.keyboard.isDown("r") then
scale = scale + dt * 5
if scale > 5 then
scale = 5
end
end
end end
local t = love.math.newTransform()
function love.draw() function love.draw()
z:draw(love.graphics.getWidth() / 2, love.graphics.getHeight() / 2 + 128, angle, 1, 1) for _, chunk in pairs(z._chunks) do
chunk.z._height_scale = 12 * scale
end
t:reset()
t:translate(love.graphics.getWidth() / 2, love.graphics.getHeight() / 2)
t:scale(scale, scale)
t:rotate(angle)
t:translate(x, y)
z:draw(t)
end end